Can you dependently spawn a glowie?
So, if I am reading this correctly, you want the wife to essentially share information that moves the player into the next mission that has the boss/son?
Instead of making her an interactive glowie (since I thought I read they can't be reactively linked, though I have not tried it, what about making her a reactively linked Ally or other NPC that can pop up at the time you want her? She can spout some specific dialogue then you can possibly add more specific information in an (optional) clue completion entry?
I am at work right now, but it seems something like that could be possible.
I tried to get a glowie to spawn with a boss defeat as the condition for its spawning but couldn't find an option to do so.
Granted this was on test a few days ago so it might have changed by now.
Ambush City, Or: How I Learned To Stop Worrying And Love The Ambush - Arc #1043
Strife of the Grave - Arc #3409
Shift - Arc #529411
[ QUOTE ]
So, if I am reading this correctly, you want the wife to essentially share information that moves the player into the next mission that has the boss/son?
Instead of making her an interactive glowie (since I thought I read they can't be reactively linked, though I have not tried it, what about making her a reactively linked Ally or other NPC that can pop up at the time you want her? She can spout some specific dialogue then you can possibly add more specific information in an (optional) clue completion entry?
I am at work right now, but it seems something like that could be possible.
[/ QUOTE ]
Well, not to spoil too much of the story, but she's in a bodybag.
[ QUOTE ]
[ QUOTE ]
So, if I am reading this correctly, you want the wife to essentially share information that moves the player into the next mission that has the boss/son?
Instead of making her an interactive glowie (since I thought I read they can't be reactively linked, though I have not tried it, what about making her a reactively linked Ally or other NPC that can pop up at the time you want her? She can spout some specific dialogue then you can possibly add more specific information in an (optional) clue completion entry?
I am at work right now, but it seems something like that could be possible.
[/ QUOTE ]
Well, not to spoil too much of the story, but she's in a bodybag.
[/ QUOTE ]
Put the bodybag down, call the objective something innocuous (like "investigate"), then make somebody with shadow shard reflections effects and call it a soul.
Up with the overworld! Up with exploration! | Want a review of your arc?
My arcs: Dream Paper (ID: 1874) | Bricked Electronics (ID: 2180) | The Bravuran Jobs (ID: 5073) | Backwards Day (ID: 329000) | Operation Fair Trade (ID: 391172)
So, I have a series of objectives in one of my missions, and I would like to include a glowie in that series. Basically, the first objective involves finding a husband. Once you rescue him, you have to find his wife and his son. The son is a boss fight, which works perfectly, but the wife is a glowie, which appears to not have a dependency option. This means it always shows up in the nav bar, even before the husband is rescued.
So, I'm looking for a way to make the glowie objective appear after the rescue, or make it not show up on the nav bar at all and just let the player find it. How do I do this?